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Correct ISource2Server & ISource2GameClients pure virtuals
Thanks boeing666 for finding it out
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@ -469,7 +469,7 @@ public:
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virtual void GetDefaultScaleForCharacter( const char *pCharacterName, bool bCheckLoadoutScale ) = 0;
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virtual void GetDefaultControlPointAutoUpdates( const char *pParticleSystemName, CUtlVector<EconControlPointInfo_t> &autoUpdates ) = 0;
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virtual void unk_201();
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virtual void unk_201() = 0;
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virtual void GetCharacterNameForModel( const char *pModelName, bool bCheckItemModifiers, CUtlString &characterName ) = 0;
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virtual void GetModelNameForCharacter( const char *pCharacterNamel, int nIndex, CBufferString &modelName ) = 0;
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@ -572,7 +572,7 @@ public:
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// Called when the client attempts to connect (doesn't get called for bots)
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// returning false would reject the connection with the pRejectReason message
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virtual bool ClientConnect( CPlayerSlot slot, const char *pszName, uint64 xuid, const char *pszNetworkID, bool unk1, CBufferString *pRejectReason );
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virtual bool ClientConnect( CPlayerSlot slot, const char *pszName, uint64 xuid, const char *pszNetworkID, bool unk1, CBufferString *pRejectReason ) = 0;
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// Client is connected and should be put in the game
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// type values could be:
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